Lol-See it’s such a good idea, even hamfast had it. It was actually mentioned earlier-but I don’t know by who. it’s his idea.
But seriosly-even finding the waypoint in the first place by nature means you had to explore to find it.
Well Legendaries should be legendary-and there needs to be plenty of options. Not every hero uses a freaking sword-seriously.
But can I also say they should be legendary based on Acheivment and not “Grinding and buying”. Legendaries should show that you tried hard, worked hard, and achieved.
I am an elementalist, and agree taht the dagger is arguably the only legendary worth anything for the ele.
NOT TO MENTION-the staff focus and scepter do not even add changes to our skills. Nothing changes, nothing at all. If you equip Sunrise your skills get diffrent projectiles-What do we get-A rainbow stick that glows. WOOOOT….-not.
I agree with panda. They should do a combination there off. combos should add to gameplay.
Unfortnuently/fortunetly Burning damage is pathetic at best. Duration is what your supposed to work for anyway(since it always takes the highest burn damage till that ones duration is up). I think combo’s should apply conditions with extended Durations.
This would actually make them very usefull to a team in pvp. Imagine a Static Feild and a foe getting 25 stacks of vulnrablity in seconds. This is through focus fire of the other five proffesions with spams.
But yes, a it’s a combo it should combine both players stats.
Combos are lackluster-but thats for another topic.
Also-You missed a few other balance issues.
Illusionary weapon deals damage-and it pushes back further the closer it is. and hits multiple targets.
Gust deals No damage, has a hard time hitting, same cooldown, Effects 1 target .
I really don’t want gust to be the same as Illusionary weapon-Defiently not. Thats dumb to ask for it to be the same. But Gust should be a gust. It’s a huge burst of wind, and for a 30 second cooldown it needs to be worth it.
I think it should be a conal blast, that effects up to five enimies in a small cone. The size of a regular breath. Through this blast all foes are knocked back. At the end of the end of the knockback all foes who were effected are left on the ground for a second. This gust of wind also can also reflect projecitles directly in front of it.
I dont want a copy, but it needs to make sense. Air is our control option, and its a terrible control skill. It should Be usefull!
Well, I for one agree with the sentiment’s of the opening post. Waypoint fee’s are sort of un-needed. I say this for many reasons. My biggest one is arguable the most potent point.
According to many in this thread Waypoint fee’s are negligiable: Then why do we have them? That’s like taxing someone to point a finger. Even if you only tax them 1 cent each time they do it-Thats still a waste of time and a terrible method of tax collection. Seriosly, if no one has any problem supposadly, then why do we have them? It’s serving no point becuase no one is actually being taxed alot of money. No one is loseing a lot of coin from waypoints.
Also I can rebuttle that whole “Exploration” point that people who are against waypoints like to throw around. I don’t know if they(The people who throw that argument around) realize that you have to explore to uncovere the waypoints. No really! You don’t start the game with all waypoints unlocked. So that argument is completly inert, and kitten-nine. Sorry to say it so cruely, but it is.
Waypoint Travel does not defeat exploration-SINCE I HAVE TO EXPLORE TO GET THE FREAKING WAYPOINT. Once you have explored a place once, why explore it 10 more times? You do not see the american people re-exploring west of the missisipi today. Why? We’ve been there done that-waste of time and money.
I like what people have suggested, and almost would prefer a mixutre. Getting completly rid of the fee might not be a great idea now that the economy relies on it so much(supposadly). Why not combine the ideas of some of the previous posters.
If you have completed an area, Waypointing In that area is free. That is when your already in that area, you can waypoint anywhere in that area for free.
WHen you leave the area, you are charged based on maps away(silver) with copper price based on current distance from you. Meaning that if your in queensdale and waypoint to like Arah-Thats going to cost you a pretty penny. Your going across the world. But if your in queensdale and it’s explored and you teleport to a place next to you-It’s free.
This gives people a REASON to complete zones, other then for legendaries and sake of completion. Seriosly, as is waypoints are an annoyance and I would like to see anet implement them in a better way. You know a whole game’s attitude can change when it stop’s feeling like your being whiped for doing what you find is fun. The less anet seems like Tyrant Dev’s the better. Not saying they are, but think about it-Telling people “Were going to try some new ways to go about waypointing, hopefull to make it feel a bit friendly to use”.
Oml-Yes please. 100000 times please. I would break my back for anet to add alliance chat. That solves 3 of the biggest guild problems right now.
1 Representation errors~We have no idea how long or when people represent us. That said, in my guild at least there are like 20 guildies who are never representing us. They only mildly show up when they want something-otherwise they are running with there huge WvW guild(which my guild does not yet support). With alliance chat, and hopefully even better-diffrent alliance catagory chats. That would be solved.
Imagine we have 3 alliances, two are WvW guilds who are huge and have many other guilds melded with them. Well- the third guild is a small time splinter group of our own.
Well we can catagorize in our guild a “WvW” alliance tab-and there all aliance chat from those two guilds will go. Whereass all the aliance chat from our other guild can go into our “Spliter Alliance” tab. Organized, and neat, and effective.
2. This alows people to be in other guilds and not feel guilty about never giving their other guilds influence. Stay with the guild you like and represent them-Talk to your other friends in the alliance chat.
3.It does not outcast people who are Solo-guilders, so they can still enjoy the functions of having friendly guilds, but they dont have to reliquish their desires to be independent.
Anet had one of the best/simple and unique guild set ups in gw1~It’s a suprise to me they did not utalize it more in gw2. No one complained about guilds in gw1-No one. It was simply way to good and Intuitive.
I am for it-It would help people alot more at getting used to dodgeing out of aoe-when you can see it. A blaring green circle could be more seeable in certain areas then the red and vice-versa. Have you ever gotten aoe’d on lava? I have-You have no idea its under you till your dead. lol.
Everyone on this forum for some odd reason is inherently against such a thing. They believe that all players who level and 80 character and invest months into it should just delete and restart and “its OK”. Idk why-they just do.
Now-As it stands, I actually am against a "Race Change’ without any restrictions or repercussions. I am against a change that lets you just change in the middle of your story-that would be wrong.
I actually would rather propose a Reincarnation Stone. That pretty little stone can be used to revert you back to level 1, with optional race and gender change(and possibly proffesion). Your name remains the same-and all your armor and weapons, and crafting experience remain though.
There are limits and restrictions to this stone.
First you must complete the story mode-Completely and be level 80~It’s only fair, since you started the character, you gotta finish it.
Second off-If there were a “Profession” change, You lose all your skill points. And everything resets to zero. Wether you change profession or not(if the option is there) you have to restart at zero. If the option is not that and you have to retain your old profession, then you should keep everything(Except racial skills which would be unlearned).
Third, This reincarnation gem has a set limit. You can only reincarnate once-and then you must wait say 30 days before you can do such a thing again. This helps to keep the traffic of such requests down on Anet’s servers.
Fourth-You have to restart your story from ground zero(including that you go to the Starter Instance for your race). In essence your restarting your game.
The benefits of this are that you retain your name! Your soul bound armor and weapons are still bound to your name. Thus They can be used by your reincarnated self~when you meet the requirements. Ie if you change your race-You will never be able to use your cultural armor again. That’s simply a price. But if you worked for karma armor, or a very rare weapon like Imerlydeen- Then you can still utilize it.
I would say that pleases all-sides, and is a worthwhile investment. Anet has a lot of money to be made here, and theres no forseeable issue this could cuase to the game or the world(No “Im a norn playing the human storyline I dont have a voice what gives”). This is balanced, agreeable, and it lets people expirment who dont want to have lose EVERYTHING they put into there characters.
IE-You found an abyss dye on your level 80 human warrior-and after a few months got bored of the human’s speech and you’ve done the entire story for him. People would scream “RESTART” but idk about you-but abyss dye is so expensive, I could never lose it. I still technical restart, but i keep things like dyes and armors to my name. Which I also have to retain.
I’ve grown attached to my Human ele(and I’ve put so much work into her i feel weighted to have to play her). Yet-I also wanted to go through the story from a diffrent perspective.
I know people will say “Make a new one”-But then you lose everything your old character stood for. And that’s crappy.
Well, albeit I know the game was subject to change. But when Anet anounced the personal story-way back. They specificaly said “It is soloable. If you want to find i group you can, but everything is otherwise possible to do without a full group”~and then you get to the near end of your story and it tells you “You have to form a party-or youll never complete your story”.
Dungeons are ment to be optional, and i understand that this is an mmo. In the orignal gw though, I did not have to advertise for 10 hours trying to find someone to beat my story with. I had either hero’s or henchies for those missions~and they were soloable if you were smart.
I tried to solo Arah story, and You can not even get past the first part becuase it requires 2 PLAYERS! to open the gate. SO how about that-they purposly made the dungeon so there is no feasable way to solo it-in a million kitten years. SO you have to have the boreing search for enough people to get into the dungeons(which has terrible loot-and takes forever-so no one does anymore).
End rant. I agree if they say soloable story-it should all be soloable.
Why not just have a seperate tab for “Guild Mail” that has 10 slot limit. Your guild leaders(or who has it checked on there ability lists) could send you mail. It won’t go into your regular mail-but your guild mail. This also keeps it organized-and this would be a fast and effecient mass-message system. Considering somepeople are in guilds and never watch chat-and only open the mailbox when they get that cute bird near them.
And even better-I would like a Multi-message system. So i can post more then one guild message. We have a lot of anouncments at times. If someone has left the guild in a position of power and we have a replacement, but we want to notify people of our website and how to go there and sign up~it’s too much for the crappy little board.
I made a Norn Ele First-and to be honest. After messing with our elites-I vomited and deleted her. If the ele had some good elites-I could survive with my norn. I know its up to debate, but i would just want one 60 second elite cooldown. That way i can use it pretty often, rather then once in a dungeon during a particularly fast clearing.
That said-I actually went humans, just for the balth hounds. They are way better then any of the other elites-and ive never gone back. The fact that they leap(great combo abilites) and deal very heavy damage is a bonus. They seem to survive just about everything~The only ofset is the incredible recharge time. But I recomend go for the race you like best. Anet did a good job on the races enough that any can fill the ele role easily.
Well, as a Staff ele who Majors in Fire and Water and Masters in Arcane…..That was kitten bad. No really-I can’t stop laughing. If I were there, Id a dropped a meteor on them and watched them scatter. Then pick them off. two eles, a engi, and a ranger are not a deadly combo. In the least.
Anybody worth thier weight in marbles, and who has some kittens could have easily “Walked”. Ohh I do mean walked-and litterly pressed maybe 3 buttons and won. Even on my crappy damage ele, One lava font, or an eruption would have took them down.
Seriosly, I don’t even know if your serious. You must be jokeing-You gotta. That was one of the worst zergs ever combine that with a barely mediocre group. Yea no wonder they all died. Id say the zerg deserves to get kitten bunched in the nads-every one of them, for being so bad. No really-That was bad. It is unfathomable how absoluty bad that was.
oooooooookkkkkkk. Note to self Leave WvW and never return*. Nope-Don’t like this, and don’t trust anet at all. This balancing act will likely be made by a chimp or a monkey.
First off. They told us way earlier that the Only way we can handle a theif is through heavy Aoe……Sooooooooo now you just are going to do a 75% damage reduction across the board and tell us “Well-you can still beat a theif, if you have 1000+ players”. No thats absolutly kitten!
No really-It is!
After anet did the Ele Damge-across-the-board reduction, This screams “Were not going to actually design the skills better at all. Were are just going to go across and take 50% damage out of all of them”. Cause that’s what anet does. Big Sweepign damage reductions and then later(up to 4 years) come back and say “Maybe we should have balanced better”.
Also we all know they will do this, and not increase the Aoe Limit one bit. Becuase that would be giving aoe an advantage over single-target! How dare Aoe does it’s job and actually hits anything in it’s area of effect.
Well, anet going to ruin wvw. Especialy for us tiny servers who have so little in the way of populations when we get stuck up against massive 50+ zergs and we barely can field 20.
Ha-were doomed! If they were to make it so Aoe hits all in the area of effect, Im completly fine with even a 75% damage reduction. But this is not going to happen. Ill just quite wvw now and save myself grief!
You know…I sort of agree with the rest of the people saying “How is this usefull”. To me, The most elegant, and simplest solution has been starting anet in the face, since day one.
Look, Free transfers are freaking great. It’s just anet tottaly implemented them backwards. Since Free Transfers ONLY effect wvw populations, and harm that specific game time, there would have been a simple way to compramise between all game-types and even between EU.
First off, Transfers are free, and limited by hour. Bad news, if your a transfer junkie, you can only participate in your original match-up you are in. Say your in Devona’s rest at the start of the match this week, but transfer to gate of madness. Well guess what, unless you transfer back to Devona’s rest-no you can not participate in WVW. Its completly blocked for you, for the rest of the match-up. If you want to be on Devona’s for a while and play with them, Transfer before the next match-up. Simple.
That solves fair-weather WvW transfers largely, and discourages people from doing it to a point. If people want to really transfer, let’s face it-they will. Adding a gem-fee does not really discourage anything other then mass-mid-game transfers. Witch frankly, being locked out of wvw for the week would solve the same problem. You can’t stop people from switching severs ever, becuase thats not fair.
Also, this allows players to transfer to Eu, and Us essentialy. This is not a perfect solution by anymeans, but it certainly could easily hold over a greater-populace then this guesting feature and gem-transfer they have in the works.
Even as a WvW player, This smells like a cash-cow. It tottaly just screams “We want your money, and we will kick you whilst your down”. Ohh have some friends in Eu….PAY MONEY TO PLAY WITH THEM OR ELSE…ohhhh want to switch severs to be with some of your friends “PAY MONEY!!!!”….No really, anet just created a system designed to make people pay exorbent amounts of money to play their game…This is a bad update. Sorry it is. I don’t thank them. Id prefer it never happens.
Di Not~ Your post is very articulate, and I agree to a fault. The dev’s do deserve some time to really get things in line. They deserve the time to try and resolve the issues, and furthermore they don’t need to give dates for everything. That’s not a requirment in thier job-description.
Yet, I can not help but feel there is a bit of dev-fault in the mentality in this community. To be honest they Hyped the community heavily…Maybe not on purpose, but they did. They made us go crazy, they teased us over and over with scraps of information. And lets be honest here, fans of games are not much better then rabid dogs when it comes to “The newest New”. They told us consitently “we wont release an Unfinished game, and were going to take our time and make it perfect!”…Yet I feel they rushed heavily in the end. They pumped out this awsome game, but it felt very flat very fast to alot of people. The hype train crashed back on them. This game came out feeling sort of 3/4ths done.
Guild wars 2 is probably one of the best games ever made, and it will(like fine wine) get better as it ages. The devs will learn from there mistakes, and really work hard(cause this is there baby, and they do care about it. Maybe not us-as-much. But this game is their product. They spend years on it) to fix said problems.
I think WvW has the biggest grip for people becuase it is truely the most underdeveloped thing they made. Im sure they worked hard on it. But at points it feels they sort of “spat it out” and then were like “You guys will just have to deal till we get around to it”. Well they are finaly getting around to really looking at this part of the game(that should have had more attention since day one. Not this drought). So I agree that we should be optimistic that they are actually going to do something. That’s posative news.
I also weigh in that yes, This interview does not exactly paint them in the best light. When they told us it was going to be a big update, the community was prepared for something along the lines of game-changing. Something to make WvW on par with it’s brother and sister PVP and PVE. I am disapointed that they won’t be makeing this awsome new map, or seige, or anythign that’s going to make Zergs into armies(Tacticless Vs Tacticfull respectfully), or give us low-pops ways to make due with the small number we have against massive zergs. But I think we should be glad there even putting effort into this part of the game. Maybe if they get enough of a turnout after the update, and people start to really “care” about Wvw again…They may actually wake up and realize its just as important as PvP and Pve when they made it a selling point of this game. It should never be an afterthought.
Omg…Ghostchip. Go post that in the Suggestion Forum. RIGHT NOW. That is the best idea ever. I mean, a zerg suffers nothing with this change. But it gives those outmanned players a chance to actually “win”.
Your brilliant!
You know, I think thieves are Kitten op as kitten. Yes…I do. They are all out of whack with un-godly damage and cna surive even with it. They just have the tools available to them. As an ele, with heavy Toughness and Vit, and still go down like a rock against and theif. And I condiser myself a good player. I held a tower against 10 invaders(who had siege) until reinforcements arrived. i was able to buy some decent time and keep the foes off the tower long enough for someone to mas a group to help the tower. I also won’t say im the best, I am not by any means. I am if anything average. I use a staff even.
I know im easy pickings for a Thief. Heres what I don’t get though. Why is that a thief can get blasted with AOE…but never get revealed. Right there should be the fix to this major problem. If the Theif is useing the stealth the get away..Hes gonna have to be smart. He get’s hit one time with a blast of fire and bam his 5 seconds of stealth is gone like that.
Or if you don’t wnat that. We should be able to see the “Numbers” of damage as we hit the thing in stealth. If he runs through a lava font, I want to see the numbers tick above his head. Even if he doest go out of stealth, that should give me some “indicator” of where he is.
Also that whole belife of “Just aoe the entire place, it will die eventualy” is a Kitten lie. Anyplayer with a scrap of grey-matter can avoid aoe. I mean its a big red Target. Also, our biggest damging aoe, and the only one that really has a chance against the theif is Meteor shower(since it has a large area and hits many targets)….Yet it requires us to float in the air whilst they kill us.
I think stealth should stay. Theives need some sort of defenisive menouver. Despite there high evasion, they also need stealth. I would be kitten mad if someone got rid of my mist form for example. But I think it’s a simple fix of “If they get it it reveals them, or it shows the damage tick above them”….Both of which gives a good player an Idea of where the theif is, and puts some fear back into theives. Also good theives still will be able to avoid the aoe..but at least it weeds out the strong from the weak.
Well there are a few instances I dislike the Breakout event, and a few I do.
First things first. Its a great idea. It helps the underdog. Thats wonderfull Some tiers like my own need the help once and a while.
Yet theres this little problem.
Were the lowest score in our match right now. I mean..so far below the others are haveing crumpets and tea whilst they zerg us. They zerged us so hard they took all the points we had in eb…and then managed to tae everything in our borderlands but one tower(which we hung onto tooth in nail). GoM has a very limited army. Many of our players run into Pve the moment an event goes live…and they don’t come back. Or they run over to other servers.
So back on point, our little army(if you can call it that) pretty much spent an entire day just forceing the opponents out of our borderlands. Thats against zergs well over 50. Im sure some of you underdogs have held a tower against 50 people/with seige in the opponents hands. We had to work hard, and do some serious effort to manage to take back our borderlands…
Then with an army of 10X what we could ever have. The oppoents grabbed their friendly commander..and then took the tower and pretty much wiped our entire army easily. Do not against just the zerg we were holding out fine. But once the commander came..we were easy pickings.
If your server is the highest score and your in someone elses borderlands. No you don’t need a break out event. Obviosly you have numbers to have the high score(Wvw is all based on numbers anyway. You can only keep what you can cover…you need numbers). I firmly am against the “Top Score server” getting a hand out. They are doing great as is. DO they need help? No they don’t.
They are winning already, and now they just got some added firepower for what? Designated maybe 20% of their massive force to your borderlands. That is a little Kitten.
Breakout events should help the underdogs, not those in control already. case and point. I’ll see you all on the battlefield and good luck.
(ps, I still love the event. But it needs tweaks).
/signed.
Le Fix it anet…Le Now! This really is just wierd. You get rid of this…But yet you can’t seem to take the time to talk to the players which arguably would take less of your time. Seriosly a dumb move and makes no sense. it has no balance problem…at all. I mean darn, Not like previeing granted me infinete power and I could jsut walk around and kill everying with my preview pane up. lol.
Some of those are a little op. Some are actually entierly in the ball-park right. Particularly our casting times(which are excesivly slow).
One thing I think that would make the staff or scepter really-really intresting is the charge mechanic. They had long ago in the betas. Before open beta. The Charge mechanic got some hype when it was first revealed, and I was sad when they released and no class had it at all.
With the charge mechanic the Ele in essence has to “Empower” the spells. This empowering takes time. In all cases it requires the ele to stand still. Which is a deadly-move on the eles part. We have to be moving constatly. I my head it would be simple. We can easily “pull off” a quick spell. I can create a lava-font with only a few words.
But say I take a second to actually sit still, focus, and cast. That font could be something so much more powerfull. But I take the chance of standing still for up to 3 seconds. Which even as a full toughness-vit Ele. You can be bursted down in 1 second by a Glass Cannon. We just have to move. So it makes the Staff/Scepter ele a Risk-V-Reward. If we take the risk and manage the spell its worth it, if we dont we took the risk. I made a quick list of Charge Ideas that could be implemented.
Lava Tomb: Create a Font of lava, For each second charging the lava font gets larger, and exudes more lava burning for more durations each second.(3 second Charge)
Flame Burst: charge up a powerfull fire and ignite said foe. Each level of chage increased the burn, and at final level creates a blast finisher.(5 second charge).
Gyser: Charge up a Jet of Water, each charge level healign more and increasing radius. At final level knock foes in radius back(4 seconds of charge).
Icy Ground: Chill the ground, but charge up the spell to inflict diffrent effects. At charge level one chill, charge two applies vulnrability, charge 3 causes targets running to fall down for 1 second.(6 seconds to charge).
Healing Rain: Charge spell to cleanse more conditions and last longer. At charge level 3 allies receive a random buff(at start of spell).(8 seconds to charge)
Chain Lighting: Charge spell to hit more targets(3 min, up to 5)(3 seconds)
Gust: Charge gust to unleash a wave of wind, at max level wind knocks back and down for 3 seconds and deals damage in a wide arc.(4 seconds)
Windborne Speed: Puts the wind on allies back, longer swiftness pure charge level, at max charge level knocks projectiles from the air at cast around Ele.(4 seconds)
Static Feild: Charge spell to create a longer stun, as well as max level casts lighting down in the middle of the spell feld damagin foes inside of it(6 seconds charge).
Eruption: Charge the earth and your spell, creating a much more unstable event, for each charge level your eruption gets more volitile and at realease deals more bleeding as well as knocks down one targer directly in center of Eruption.(4 seconds).
Unsteady Ground: Charge your spell to create deadly earth, foes crossing the rubble are not only crippled, but recieve bleeding stacks based on charge level(3 seconds to charge).
Magnetic Aura: Charge the aura to increase the duration and Radius of the bubble. At charge level 4 the spell covers about the size eruption and lasts 10 seconds max.(5 seconds)
Charge spells are livable without. But it’s an idea. I want to see eles be rewarded for takeing risks. Espeicaly staff eles which are sometimes designated to “buff-kittens”….Which I know the staff ele can do. But It should have other talents. Staff eles could charge magic for stronger effects. They still have the option of casting on the run. I mean just click the spell. Hold it down though and youll stop and start charging.
Charges are always better then the regular thing, but only becuase you have to stand completly still and vulrable while you charge. Also another balance would be that the AOE circle could nto be moved after the charging begins. Although this could be to strong a nerf. Please note the numbers are just in my head, and im not a mathamatician. Do not take them for actual balancing. lol.
I always loved the charge mechanic. I was sorely dissapointed it never made it in!
I’ve never witnessed one against 50 and win. Aoe like Meteor shower…Really I think should have the limit impacted only on each Meteor(since it strikes at random locations each..and has no real aim).
The only thing I remeber as being particularly exploitable was rangers and the barage. Which i’ve faced 10 rangers who just set up “zerg” aoe of barrage. Which it’s the damage+cripple that really makes that skill OP. Not how many it targets.
I am least happy with this change becuase it Encourages zergs, and removes one of the few tactics to deal with them in WVW. In wvw…Zergs rule undoubtably. Even in a very deffensive situation…like in the keeps. Without a heavy amount of seige(which has no cap), we can’t deal with zergs. Wvw is unblanaced by nature, but numbers should never be the only factor in determine wins. That is flawed…
Also they could remove the cap in PVE, becuase some big fights are incredibly hard to do with only so little targets.
*I loled out loud at your post covenn…Mainly becuase its the most true statement in gw2 at the moment! Have you ever sat on a wall and been struck by 15 ranger arrows all at once? I have…it is not fun! lol
I actually feel this is the worst thing they have introduced since the game launched. It is the worst thing they have done, or could do. It particualrly is deadly in all forms of combat…and is just plain evil.
In wvw zergs are common place. AOE is how you deal with large groups. Zergs are like sheep, if they are getting hit they scatter. Scattering helps alleivate pain on the defenders. This helps make the battle more even. A zerg of 50 now is unstoppable. 10 people simply can’t lay out enough AOE to do anything to them.
kittenrther more along in WVW. This cap severly limits our abbility to discourage zergs, and zergs won’t scatter if they know that 10 of them in that AOE makes them invicble. They are invincible becuase the damage from the AOE will only strike five targets, so the 10 in the circle are easily perfectly safe. SO no…This encourages players to exploit the system and just stand in damage becuaes they have no fear of the red ring.
That is bad. For everyone!
In PVP its based on an 8V8 model..which ive fought soooo many kittenll scale battles in PVP…all 8v8. It’s really important to instil fear and get opponents to move “AROUND” the aoe….again its like herding ship. Which is a very important tactic. Becuase if you can’t get players to move without direct force, they are going to trench in. Makeing it impossible to get them out of the circle.
Then we come to PVE which ive often been in massive battles against 10+ little spiders and etc. These little buggers hurt…and it’s very hard to KILL THEM ALL WHEN ITS CAPPED AT 5!
*Not to attack you Mumu…But Really that’s not even a good combo.
As an Ele, Meteor Shower only strikes at random locations inside of the AOE. Meaning if your imobalized there is no garuntee the meteor will hit you. You could just stand in the aoe the entire time and there is still a chance that you will never be hit by a single meteor. Even if an Ele uses lava font, or eruption…The aoes are incredibly tiny…So it’s not going to hit all 50 of the zerg…unless they all bunched up into one single little tiny circle.
Also all classes have condition removal. it’s not impossible to get out of Immobalize. which only lasts one second. The cripple only lasts 6 seconds max. The Ranger longbow has volley…Which AOE cripples, damages…So again…It’s not a true tactic. Singe the Ranger can do that all on his own….
The five-man limit hurts only the player and helps nothing in my honest heart-felt oppinion. It is the most evil thing in the world and should be burned with fire-fire-fire….It’s not hard to avoid red circles…and No classes AOe is strong enough to destroy 50 people on there own. Even Ele’s are not that strong. It’s truely a terrible mechanic.
I actually….Would love this. I’m used to panning around, but I’ll admit, even when my allies are at a far enough distance(and I can’t see the name) I think twice before moving toward them becuase I don’t know. It’s would make WVW a little bit more “stratigic” then going to sleep everywhere…To keep your nametag hidden.
Well I don’t think that there is anyone in game to activly form an aliance to take out the lead server. Which anet eluded to back in development that too loseing servers could join forces to try and take out the lead server.
But this illusions(for whateva reason) never made it into the game. Even if two servers are looseing greatly, and want to team up. It is incredibly hard to cordinate, and even harder to get your armies to “not attack red on sight”. It’s very difficult for 2 servers to join up against the other becuase of friendly fire and etc.
Even if 2 servers joined to attack a keep together it would lead to nothing but problems. One on each side reduces the problem of friendly fire. But once you actually break the gates on both sides…Then what? Who gets the Keep? You’ll just end up in a massive battle in the middle of the keep…which will cost even more resources in the long run then just seiging a garrison for a few hours.
But physically there are no mechaniocs in game that actually encourage servers who are severaly loseing to make up for it by joining servers. So it’s increadibly hard to do so, and even if you do. It will just cuase massive problems and this will just end up jeperdizing the whole “alliance” and weaken both sides significaly.
If there was some mechanic, like at a certain point in the week that an NPC would show up asking for Signitirues from the Commanders. If a certain amount is reached(20) for example, and alliance forms for like 1 day, and we work for the same and take "aliance points’ This gives both sides points, but at the end of the Aliance all points are completly turned nuetral lol.
I also just realized something. I kind of worry about us getting way to back into the mix…If we match anvilrock in numbers, and anvil rock manages to put Borlis Pass in it’s place….Won’t we be back to the oringal set up that we hated for so long? lol I would not mind fighting Anvil Rock again. But Ill hate to do battle with Bp and Ar in the same rotation all over again. Cuase that was not a very fun match up for the length it lasted lol.
Im in support of keeping Portals. I think they are one of the things that make a mesmer such an intresting proffesion in WvW. And all classes have thier special talents built into them.
Rangers for example are very great solo-scounts, and theives can hide-scount for thier world. Ele’s are walking seige(sometimes), and necros can take on an entire zerg and live through it for a good while. Warriors can stand in an oil-pot and laugh(they have the most versatility of all the proffesions imo) and mesmers have sneak tactics like portal. Engineers can use thier lovely machines to turn a tower into a tower of terror(Yes, Ive seen one Engi set up turrers everywhere in sneaky locations whilst he was away, and my little 5 man sneak team got sniped with secret turrets). I think all proffesions have quirks and advantages in wvw, and portals are one of the mesmers many. They should not be nerfed…Ever.
Although the 5 man aoe thing can burn in fire…I think aoe should hit EVERYTHING IN IT’s AREA OF EFEFCT. I mean, just caue five people are with you standing in lava, does not mean your magicly immune to it. That can go away, and should go away. Discourges the player from fighting zergs with aoe.
I am not sure if anyone has mentioned this. I’ve yet to try it out personaly, but the other day in a battle one of the eles in my group had a focus. He was also very good with timeing and was able to use Swirling Aura to completly nulify 3 balistas and a trebuchet blast on our gate and gave us sometime to regroup.
It’s probably not the best weapon in teh game to run with in some situations. But if your defending a gate from heavy fire, A swirling aura can do wonders in keeping seige off you for a few moments, if only for your team to regroup.
Also I runs taff 24/7 in wvw and pve. Nothing like dropping meteors on a zerg!
I think the Ele was nerfed pre-release heavily. I played the ele only in the last beta, before release. For some reason I was doing some decent damage on the staff at start, I only made it to level 10 but never had trouble. I died constantly at the release of the game. A lot of our problems happened inside of the beta where Anet got overzealous and nerfed the ele to the ground, and then never actually put the effort to rebuild the class.
I say the ele is not perfect. THe d/d build is a build I hate playing, but as it is, as of this moment it is one of the most viable ele builds. It’s one of the only builds our class has to stand up to some of the other really ganky cheap builds. Such as the perma-gank stealth theif.
As a staff ele I can not beat the heartseeker perma theif. Ive tried keeping range, I’ve tried a lot of diffrent tactics. I’ve only held out against said theif on rare-occasiosn and I never “defeat them”. I know I am not the best ele by anymeans( I won’t pretend I am like some believes. I don’t suffer that ego problem). In our current meta there are builds that simply are so strong they only have a few counters. As an ele, our only real counter to some of these builds is the d/d. So I have no idea why anet would nerf this…Without nerfing other said “cheap” builds.
i love the heartseeking theif, easy kill, because he’s as weak as a kitten(not a swear there, just a literal kitten) when he stealths use AoE on yourself hit him with conditions they have little to no conditoin removers, which is good since if i hit him with my eruption he loses 10k health which means they’re usually dead
Actually, Thanks for the Tip! I’m gonna try it the next time in wvw. Not sure if Ill have enough condition damage to tear him a new one(I am a Fire/Water/Arcane staff ele). I think droping a laval font around me could do wonders. Thanks.
I agree, GoM is not the “worst server ever”, just as were not in anyway the best. We have our talents, and we have our spirit. We lack the numbers, and we lack orginization(from what I have seen in the most recent weeks). This makes battle for our server a bit of an uphill battle on in itself.
I find AR to have more then just numbers. It’s sad about the spawn camping, but they have such good communication, and they seem to be able to point and move entire squandrouns of players in very special tactics. Rather then just “Seige till dead”. They know certain keeps, and how to work with the building structure. So it’s not just numbers. Anvil rock has amazing tactics. Although I do find this match up to be a bit…“uneccacry” when it comes to numbers.
ET…I’ve never faced on in battle. But from the sounds of it, if they just had a few more players they would dominate everything. They managed to hold both opposing armies at a garrison and force them back. That’s not an easy feat for a one army vrs another, but Et did it against too. Personly I find that inspiring.
I think all server’s have great weaknesses, and great strenghts. GoM right now is still very young in the WVW scene. I saw a few PvE’ers join us the other day, fresh in. And I ran around with a few of them..and even with some guidance they were having trouble getting used to the whole all out war. Which to me says a lot. We have been hit really hard by more then just server transfers(and then teh slander campaign). Anyone new to our server is not joining to run into Wvw, and I still find alot of our entry level areas full of players. I think it will take some time before GoM really becomes a force. But I also think that when the times come, were going to be an amazing world.
Agreed as well. I think the only time its a little crazy is when it’s excesive numbers. if tis over 20 people, do we all need to run after one player? Bodies better spent elsewhere. 5 players could easily kit, and slay that one player. 20 players is just a “ego stroke” to me. I suppose though thats the zerg mentatlity of wvw, and thats ok. You pretty much sign that contract when you start playing it. It’s nothing new.
I agree with you! Even though I made a suggestion. I agree that anything to turn wvw into a more robust system would be greatly appreciated. I think for one there needs to be less nerfing of Wvw Systems, and more replacements and additions. I agree that part of the system is that they sort of seemed to expect “chaos” to keep wvw alive. But It won’t on it’s own. There needs to be additions as well as subtraction. In the end this is a mode of pvp and none of it’s scores have real bareing at this point. I think it’s ok if anet did some expirimental things, or tested out some new seige equipment types for a day. Or added diffrent map-types, or changes some of the basics of score getting. Things that would improve WvW and make it a robust and full system, rather then suffering and withering one.
Edit; Also where is this idea steming from that they are waiting till Febuary to do amazing things to wvw? Did they post something!? I’m not on the forums all the time, and I would love to know!
(edited by frostflare.6390)
Lol, First time posting in Our WvW thread. I am from gate of madness…and I have to say. I am not demoralized or troubled by Anvil Rocks heavy populace.
For one im a regular ol optimistic son of a gun. In the very begining of the match up a grabed a small group of us and headed to your guys borderlands. There the very few of us(under ten) were able to take the tower closest to us, and keep it from you. Mind you not permently. But We did manage to hold out with so little of us against such a massive amount of you. I remember looking over the side of the keep and all I saw as an army.
Thats the few things I love about GoM. No were not in anyway the best server, we lose alot. We go up against such outweighed servers(and thats ok!). GoM has the power to dig deep, and we have fighting spirit. Even with so few of us against your massive army anvil rock we held you long enough to give breathing room to our own borderlands. Which was the point of the take. We wanted to seperate your armies, and it worked very well for a short time.
You took the tower eventualy though~ And then we took it back..and it went back and forth for a while. Point is though. There is nothing to say.
I won’t pretend and say “Your numbers don’t effect your abbility”, but I also will acknowledge Anvil rock, you have your strenghts and weekesses. Of those weaknesses that you should improve on is the “Vigil Mentality”. You have the numbers to back it up, but I have seen more then once at the start of the battle, you throw bodies into the grinder if it gets the goal accomplished. It’s crazy how if you guys see one red name on the map…You like form an army to kill that one Target. But I give you props that you can amass an army that fast! It’s like the moment a red guy is scouting your camp. Suddenly an army amasses on the hill and completly eradicates the poor guy. He would have had trouble 3V1 But darn, you summon an army!
Also that is not to insult you. I find it impressive. GoM has spirit, and we have skill. We lack tactics, and we have yet to mature as a scene. GoM still suffers from the hacker stigma, but those of us loyal to our server have willpower. Anvil rock, I have seen some one vrs five. Where its one GoM player against 5. He will be downed..But somehow he manages to take out 3 of you. What you lack in that situation, you make up for it in the abbility to completly pull armies in heartbeats. I wish GoM could say “Invader near west wall of astral” and suddenly 30+ players amass and rush them! We simply don’t have the communication or the players.
Thats ok though! I loved the battles, and had a lot of fun. Good luck and keep up your tactics. They are working well. /bow You have been awsome opponents. When GoM gets ourselves a scene, and can fight you on even ground I’d love to and can’t wait! It will be exciting to see how our worlds would far evenly matched! With such vastly diffrent tacics its a war worth being in!
I think something truely amazing would be to offer up some World Sets.
In the end the msits are huge, they compose the building blocks of all reality and magic. Its a little carzy to think thats there only 4 maps and 3 are exactly the same physicaly.
They could design 2-3 More “map sets”. These maps follow the similerness of the original Stone Mist Map set, but have diffrent layouts of keeps and the castle, diffrent puzzles, diffrent caraven routes. These maps sets could even have special mechanics in areas and stuff.
One Map set could be the “Misty Peaks” 3 of the borderlands could be passed on dangerous Moutnain Passes and etc. Maybe some Cavernous undergounds. These massive mountain-valley complexes would all cumulate to the Center map. Which is one Massive Spiral Mountain leading up to a massive Castle at the top of the mountain. Keeps would equally be situationed at points along the treck up the mountain. Camps at the base. All of this trying to reach us up to the pinicle of the map.
To me that sounds exciting rather then just plain out war. WvW needs so maps to really liven it up, and these new maps will really “encourage” play. Every new match would have a new Map set, and new map sets mean new tactics, and new battles. This keeps the scene fresh and alive, and lets the community as a whole grow.
Another Map set could be the “Eternity Seas”. This set is largly based on Navel and ship and beach battles. The Borderlands are largly composed of large expanses of sea, with Islands dotting them. Capture places are either located on beaches, or ships, or under the waves. These Undersea Keeps are diffrent to take. They do not allow one to simply Sit on the top of the wall and blast forever down on the foe. To defend it one must man undersea turrets, and fight through series of ruins. The Big map is pretty much nothing but un-ending sea. The Entire world is underwater. Though under the water there are Sea caves that hold keeps and air. But otherwise is a lot of water combat.
These new map sets also introduce new types of Seige, and new rules of combat. For example Underwater thigns Like catapults dont work, but torpedo subs do. These subs are like Golems and allow one to swim slightly faster as well. Imagine a battle against one of those things!
On the mountain we can introduce “Snow Machines” and “rock trenches” Snow machines act similar to oil pots. They drop heavy “avalanches” of snow onto the foes beneath them chilling them and immobalizing them. Rock Trenches are held by the keeps and castle, and have massive cooldowns going up to 10-20 mins. Rock trenches allow the Keeps, or castle, or tower to drop a 10 or so large boulders down the mountain onto foes beneath them. These boulders bounce and fall down to the bottom of the mountain striking foes in its pathe. The Line of the Boulder’s always fall the same way and require upgrades to get them(like cannons). The boulder’s have caves near them in every location allowing situationaly aware groups to “slip into the mountain side” and stay out of danger from the large boulder that will kill them if they don’t pay attention.
My two cents, and a suggestion. Ill probably draw up crude maps later to illustrate better. But just as a base idea. I think some flavour from new maps would do wonders to the wvw scene.
I think the Ele was nerfed pre-release heavily. I played the ele only in the last beta, before release. For some reason I was doing some decent damage on the staff at start, I only made it to level 10 but never had trouble. I died constantly at the release of the game. A lot of our problems happened inside of the beta where Anet got overzealous and nerfed the ele to the ground, and then never actually put the effort to rebuild the class.
I say the ele is not perfect. THe d/d build is a build I hate playing, but as it is, as of this moment it is one of the most viable ele builds. It’s one of the only builds our class has to stand up to some of the other really ganky cheap builds. Such as the perma-gank stealth theif.
As a staff ele I can not beat the heartseeker perma theif. Ive tried keeping range, I’ve tried a lot of diffrent tactics. I’ve only held out against said theif on rare-occasiosn and I never “defeat them”. I know I am not the best ele by anymeans( I won’t pretend I am like some believes. I don’t suffer that ego problem). In our current meta there are builds that simply are so strong they only have a few counters. As an ele, our only real counter to some of these builds is the d/d. So I have no idea why anet would nerf this…Without nerfing other said “cheap” builds.
I agree that it seems a little odd that 2 trait lines are just pure amazing. The rest seem to suffer and don’t synergize well with our skills or our other traits. The elementalist is by far the coolest class, but I don’t feel more powerfull for traiting into fire or lighing. Some traits just don’t reflect some of the conceptual ideas the ele have, and then some traits don’t even work well with the ele itself. This makes it difficult to make a wide variety of good and working builds.
For one thing. In fire attunement, we have 2 skills that are exactly the same bar the cost. Embers might and Burning Rage are exactly the same, but one requires five more points to get. One is a choice to slot.
To me that is truely bizzare. When I look at traits, I expect traits to be diffrent, and widly change the way my build works. These traits alone only add 5% more damage on a burning target…And then wierdly enough combined is 10% more damage. Thats decent when someone is burning. But i am not sure if they stack, or anything like that. They are just way to similar. Burning rage could simply proc higher damage when we are on fire(hard to pull off but heavy damage). Just as a thought.
Also a drastic suggestion. But grandmaster minor traits could offer benifits based on the main-hand weapon when the elementalist is in said attunment. One of the reasons I dislike our trait-lines is because to get any benifits based on our weapons you have to spec into Arcana. This puts you back into the “use all attunemnts and swap every second you get”. I would not mind our 25 traits being based on our weapons and really being usefull and Unique.
Pyromancer’s Mastery:
Staff: Fireball has a 5% chance of exploding on hit and producing a blast finisher(50% less effective(less damage, less duration of boons)). Can Move whilst casting Meteor Shower(although still can’t dodge it will cancel the channel, as well as if you move out of casting range you will stop casting it. It provides mobility, but not perfect mobility).
Scepter: Immolation can spread and immolate multiple targets. Dragons Tooth chases targets before crashing. (I know a chasing tooth. It sounds funny, but its kinda cool to me! It is still dodgeable with some skill.)
Dagger: Dragons claw Peirces multiple targets(up to 2 in a row). Burning speed produces an explosion at start and finish.
Aeromancer’s Mastery:
Staff: Chain Lighting bounces up to 4 times, and applies vulrability on crit. Gale is conal(like a breath attack) , and pierces knocking back mutliple foes. Static Feild damages those in it.
Scepter: Arc Lightning inflicts vulnrability at stage 2 channel and weakness at stage 3 channel , and lightning strike can hit up to 5 targets near the initial foe(Pretty much a simple lighting storm).
Dagger: Lighting whip is longer and strikes in a wider arc, Shocking aura will shoot outward dazeing foes close to you for 1/2 second.
Aquamancer’s mastery:
Staff: Water Blast applies regeneration on a 5% chance on hit to allies who are healed. Gyser and Frozen Ground deal light damage in their aoe.
Scepter: Converts Ice-Shards into a charge bar, the longer charge the shards the longer the chill effect lasts.(Like the orignal skill). Water Trident cuases Knockdown in the Aoe.
Dagger: Vaporblade heals allies it passes through and you at the end of its effect for a light amount. Frozen Burst has a large blast radius and stacks some vulnrability.
Geomancer’s Mastery:
Staff: Stoneing causes more weakness the further away it is. Eruption cripples foes for one second for each second they are in it(sort of like churning earth). Unsteady Ground inflicts bleeding as foes pass over it.
Scepter: Stone Dagger shoots 1 more round of daggers and 2 more if rock barrier is up. Rock Barrier bleeds foes who attack you and deal minor damage to foes around you.
Dagger: Impale strikes up to 3 targets in front of you. Magnetic grasp has a longer reach, foes in your way as you leap towards your target are knocked down.
Theses traits are off the top of my head. From my head they would be 25 point investments.(With it that high you can only get two traits like this). These traits effect how your weapons preform in the attunement you specilize in. This makes being a Fire-Staff Ele a bit more intresting then just a fire ele who happens to weild a staff.
I would not mind if traiting into something really “specilized you”. We should embrace our attunments, not just the abbility to swap.
I’ll have to disagree as well. Magic find in no way has made me suffer as of yet. I’ve not gone to far into Fractals. But in many of the dungeons so far, a well composed team of any stats so far has worked great. My guild leader has had several succesfull orr runs, explorer with MF sets, and many in our guild use it aswell.
I think MF is in now way selfish or harming the group. Haveing magic find does not make you a bad player. To think that way is Ignorent(imo). That’s like saying an ele who does not run d/d in a dungeon is a bad player. What a person wears or carries as a weapon does not determine how good of a player they are.
Removing MF is just a terrible idea. I could understand maybe turning it a secondary section like as suggested as being its own slot that you can “add onto”. But Explorer sets also add precision and power…and Plenty glass cannon builds seem to do fine in high level dungeons if they are in a well organized group.
Dungeons were designed for well-organized players. Pug groups are not exactly fitting int hat criteria. They can work wonderfully, or awfully. I think to truely say wether a MF hurts a group you have to be in a well-organized group in which everyone knows exactly how to play off eachothers strenghts. Me and my guild were able to handle fractals on our very first try becuase we knew eachother very well. We have spent a lot of time getting to know eachother, and how we play…
TLDR; MF does not detract from the quality of the group. The player does. Mf does not determine if he sucks, He himself does. Mf is not a factor at all. I would hate to have it removed.
Ps. I do not own a single MF gear set as of yet. It is on my list but I don’t have it yet.
Well, I have a level 80 guardian. Do note that I leveled the guardian, and then started on the ele.
I love the ele. It is exciting…You have to constantly move, you need to be on your toes no matter what distrabution of traits. The guardian is a turtle with a razor sharp mouth. He’s very easy to play. His only downfall is his lack of ranged weaponry…(the scepter is a failure -.- )
The ele on the other hand, Whilst outragously fun has plenty of downright awfull problems that I wish anet would take the time to look at and fix. She has a butt-ton of bugs that really need to be fixed. I think after they are all fixed properly then we can attune to weather other parts of the ele needs real fixing.
The only other thing I don’t like is our traits. Some are undeniably important and usefull, and others are just god-awfull and your punished if you use them. Traits should define you, and trait lines should empower you.
If you spec into fire, you should be epic with fire. You should naturally be able to burst-burn down anything that moves. Its fire. If you put 30 points in it, you should have traits that reflect your ability to truly hurt. One grandmaster trait is actually useless…(Looking at the extended fire field…Unless it drastically increases how long it lasts, there is no point to it). But fire should make you much more dangerous.
Air should do more then make you fast. Air is our Single-target, Crit, and Control attunment. And yet all of its traits are very useless. Air does not truly make you control any better…Which is bad because as a caster control is essential to survival, just as movement. Moving faster is not the biggest boon in the world, it is not. There should be more to being an air ele then “I move faster then you!”. That is sad.
Water ele’s who focus on the line should be master healers. Not dedicated healers, but if your in danger and they throw down a healing rain IT SHOULD MATTER. It should keep you alive for a brief moment. Traits in water either have tons of condition removal, or stack durations of Regen. Which…Does not even properly tie in well with the trait that increases our damage based on boon…Since it stacks in duration and thus it still counts as only 1 boon.
Earth should be our survival and condition damage. yet it has more control skills in its arsenal then Air! WHY IS THAT!? Earth should turn is to rock, make our allies moving walls. It should make us like fortresses with arrows through the slits. But it fails at that!
And It is sad that Arcana is an absolute necessity of at least 20. All our weapons have tie in traits with it, and since we have to switch so much it’s suicide to go any less. That is flawed.
But alas, the class is fantastic if you overlook that. I just want the bugs handled first…And finally. Since we have yet to have a majority of the really important ones fixed. This class would be so much better if the bugs were but to an end. First and foremost. Then we can start talking about its “real problems”. The ele has more bugs then any other profession…And sadly it was the first profession released! Something is wrong here…
(edited by frostflare.6390)
I think The problem with Water attunment in general is that it really not that supportive. Besides its Incredibly crappy healing naturally(you tend to just blast finisher it for spike heals anyway..The rest is sort of just a little healing and does not help to much in the long run). Water should be the Support attunemnt, and Anet told us from the start we don’t want Dedicated healers. Yet…When your in water attunment, Your only form of real support is through….HEALING!
There are multitudes of ways to provide support in this game, and the water ele gets turned into a dedicated healer whenever you attune to it. You don’t get any buffing of allies, you to increase there effectivness. You just Try to keep them alive(which is really hard).
Water attunment also has excesivly long cooldowns, on skills that don’t warrent it. Healing rain is bugged and lasts 4 seconds…For an outrageous cooldown. I know were not supposed to dedicated healers, but as a water ele, it sucks that I tend to use only 2 skills on my staff becuase the rest of them “Im saveing for when I really need it”.
Water ele needs improvements to turn her into something useful. Either buff the healing, or reduce cool downs. Or something that lets her be a True asset to the team when she turns to supportive styles. My level 80 guardian is a support guardian and she heals more then my ele through a 15 second cool down symbol…Then the ele does through healing rain! That is bad!
The best thing I have heard about the Focus in PVP is that it can Nulifly Trebuchet and Balista fire with Swirling aura. Which in WVW is incredibly usefull if you need that extra second to prepare for your gate going down. That’s what I have heard. Frankly I have not tested myself. (that was according to the wiki). If someone wants to “check it out” Please come back and tell me! I am excited to know how/if it works.
Yea…Passive Speed buffs are not really an “answer” either. Considering our passive Speeds do not stack. Equiping the 10% Signet, and the 10% air line does not stack. So technicly we only have a 10% speed bonus. Then if you get the one that increase your speed up to 25% it does not stack until the last 15%. So we have to stay in Air attunement pretty long to get its benifits.
Of all the classes who should have a falling damage trait we should. I mean, we already have no health(and that is fine). But it’s very dissapointing that I can walk into a pot hole on the road(I have done this before) and lost like 60% of my health….It truely was like walking into a mud puddle that took that much health. I have also died from fallign damage when i was Sliding because I jumped toward an incline..and it killed me. I actualy only slipped for about 1 second, and rested in the same position I began. Tried the same on my guardian, with the triat. She survived.
Something is funky about this! lol
You could do alot with the Scepter, and I quite enjoy the idea of thos changes. I think the scepter has a plethora of potential, I just can’t wait for that potential to be unlocked. As is, your punished for not carrying it with you, and it truely does not stand on it’s own merit except that its our only ranged option. I think some jazz to its punch and synergy would greatly increase just how nice the weapon would be, and would make it more enjoyable to use outside of “just for range”. A damage boost is a must, and smite needs to be a little more intergral and synergetic then just “Damage in a field”. Well all of our symbols already do that…give it some omph. But I like the beam Idea.
Actually, those Skills were designed for a shortbow. I said It could be adapted to a longbow, but among the longbows it is unique. Your right the second skill kinda sucks. Ill take that one.
But the main skill I think serves it own function among the classes and within the class. Nothing else the guardian uses has piercing, nor cosidering that It does not recive a benifit to damage based on range. So its not the same thing at all. Nor does it receive benifit for “position”. Ok So its not. Your completly removing very important functions of the current skills when you ingnore those little features.
Skill 4 and 5 are vastly diffrent then a longbow warrior. If I recall arcing arrow is just an explosion. It neither burns nor does any conditon. It just explodes in AOE damage. The other aoe is smoldering arrow, which explodes with a blind. The last aoe feild is based on adrenaline, and its a VERY large field. I mean, large enough that it can span an entire battle very easily, which its burn is not its only factor. The true fact remains that it is such a large field.
The way the “shortbow” skills were designed were intented to be AOE heavy, and supportive. The aoe’s though do not produce damage ticks naturally, they only inflict burns(which everything a guardian does, already does that..). To utalize the control aspects such as the blind, you have to actually “sacrafice” the beacon and its cooldown. Meaning you lose acess to the burn, and you lose access to the beacon for a longer time. The last field would be a very small field, it has to be. The size of a regular symbol even. It allows the guardian ot produce some heavy burning, and move…but thats it, even iwth the condition removal it’s still vastly diffrent then arcing shot.
Even if you decided to leave the AOE feild down, its not nearly large enough to span what combustive shot can. Not to mention, combustive shot is not a regular skill. It actually is an f1 skill, and gets better the more adrenaline you have. Neither 4 nor 5 get better by “saveing them”. They are intented to be used, but the Aoes are breif feilds. They dont last for 10 seconds.
SO actually sir, they are diffrent. I mean, if you want to really placate everything in such black and white terms everything is to similar. I mean the Theif has a throw dagger skill and so does the ranger, so by that logic one or the other should have an off-hand dagger. Or rifles for example. They are extreamly similar to some people. They both to incredible single target damage on both warriors and engis so only one should have one.
See thats what I mean. The world is not so black and white. Truely there can be overlay and diffrences that exist at the same time. Even if you take my second skill you could alter that to anything right now. change it to “Warding shot” fire a shot that creates a ward at the foe struck knocking him back. Thats very unique, except well we already have two wards so that just can’t happen can it? And I have a whole list of skills that have arcing similaries that im sure you must just hate. For example, The lovely pistols on the theif and engi. One does bleeding on hit aoe, the other bleeds a single target. Ohh but they both bleed, so accordingly they are neitehr orignal nor unique, and thus can not exist at the same time….sarcasm. I hate to sound like something else, and normaly im pretty easy to get along with. yet truely, that post was just felt like trollin.
Creativity is not a sin, and certainly Anet with such brillient and amazing minds(they created this afterall) would not be that strained to create another weapon. Im not saying “Give it to me now or else” the guardian actually is a very awsome class. But don’t hate on people because they say “There can be improvements”. Becuase all classes have problems, and no amount of “playing right” makes those problems go away. You can be a top player as a guardian, and you forgot to bring your scepter to the claw of jormag, and guess what, you’ll be utterly useless against the second phase of the event. You wont fight the dragon at all. Instead your stuck attacking ice chunks. More options Never hurt.
I advocate for changing some scepter skills, but when the resources become avialbe that classes can start getting new things, and some of thier “big” weaknesse can get some minor assitance. Im rooting for a “yes” add it. I think the games mindset and reality is that balanceing it is not like gw1. Balancing a weapon can be as simple as tweaking a cooldown, or altering how a weapon applies its conditons. I mean truely balancing was created by the devs in gw2 to be far easier and less of a hassle for themselves from day one. Hence they do not allow us to build like gw1. I am not saying its easier, but the game is designed to allow balancing to be a much simpler act. Thus when weapons are added it wotn take them 200 years to balance them with the others…it won’t make it that big of a deal.
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I think the only thing that bothers me are the comments of “If you want another ranged option your not playing this class right”. That truely grinds some wheat! I have played as a guardian since day one, and love every utter second of it. But there are a lot of times where I feel punished for being the class.
Have you tried to go against the Claw of Kodan without a Scepter? You can’t do it! It’s completly impossible becuase of the Area around it will kill you outright. So if you forget to grab a scepter(our only ranged option) your stuck doing almost nothing the entire event other then picking up straglers whilst the rest of the proffesiosn can actually hurt the minion.
The guardian could have any number of potential ranged weapons, I for one advocate a shortbow-and I even came up with a full list of skills that combine well in the proffesions repitoure. The Warrior is not an AOE long-bow users They have 3 skills including f1 that produce aoe effects, and only 1 is a persistent field. 1 is control, and 1 is an explosion. That is it! The Ranger has a longbow that is acutaly better at range, and then has a high control factor. But it is not entierly single-target, or that damageing.
The shortbow concept I designed could be adapted to a longbow, but it still is a very UNIQUE take on the bow concept. I mean, it adds support wheren NEITHER of the other longbows do. It adds a ranged tacticle “choice” option. I even did some revision and it came out pretty unique.
*1. Arrow of Truth-Shoot an arrow in a straight line at the target hitting all enemies in the line of the arrow.
- 2. Alignment-Fire multiple arrows at the target, each arrow dealing damage and stacking a single vunrability(7 stacks). Allies caught in the way of the arrows are healed for each arrow that hits them.(Minor healing).
- 3. Symbol of Zeal- Lay down a symbol at target area that gives allies Vigor and damage foes.
*4. Beacon-Arch an arrow into the sky creating a brightlight under the target area. Enemies directly under the aoe are burned and allies receive fury.
4-a. Illuminate- The beacon expands all of its light in a final burst, blinding enemies and granting regeneration to allies. Increase the recharge of Beacon
*5. Zealot’s Arch- Send an arching arrow into the field that explodes in flames creating a fire field and burning enemies.
5-a. Zealot’s Intervention- Port to the fire-area made and send out a wave of flame that purifies a single conditon from each ally in range, and burns enemies caught in its wave. Creates a blast finisher.Increases the Zealot’s arch cooldown.
Truely comeing up with a unique concept in a weapon thats both unique among the class, and classes is not that hard. This concept for example is Aoe heavy with a minor movement, heavy support(buffs) and only a very small amoutn of control, and low damage. It can not produce fire feilds as wide or as long as the warrior, or aoe that does control too. The option of choice also makes it an intresting weapon to use, becuase to much poping of skills can leave you in a cooldown rut. espeicaly with most of those skills have much longer cooldown when you pop the chain. The normal attack is not similar to EITHER of the longbows or shortbows. Its very unique among its kind, as are the rest of the skills. Its not a difficult thing to “imagine” the ideas. It may be hard to implement, and I agree it won’t happen any time soon. But I say that is becuaes of the lack of resources and time that Anet has right now, not becuase creativity is strained to produce unique weapon-sets.
(edited by frostflare.6390)
I think Gw will no longer be receiving Expansions, but will be receiving Content. There is a diffrence. An Expansion in gw came in a box, held an ENTIRE CONTIENT, and had a story, some intresting skills, much more content. Etc etc.
Whereas content is very basic. Its stuff added to the game. Expansions would have to be baught, and I think Gw is sort of done with its it’s days as trying to produce more Boxes to be baught.
ALthough the Idea is fun, I don’t think it will happen anytime soon. Although It would be neat for us to get to explore “BITS” and “peices” of the contents that we did nto before. Like teh Steamspurr moutnains, or the land where the harpies came from. I mean there is a massive land beyond those mountains. Who knows what else is in this world…And in gw it would give us a little bit more to explore. But in gw2 it would give us coraliation. Like “Wow thats the same path I played just last we as My Paragon…Its changed so much in all these years”.
Signed. I miss my Guild Cloak. It was my favorite NON-intrusive guild equipment in all my days. I mean, I can turn it off, and it does not neccarly “become” my armor.
Id Like the second one, a Guild Vs Guild in the “Closed Instance” in PVP. That would be intresting, fun, and non-intrusive. But I am against the first option ten fold. I briefly had a guildie who left a guild for a situation like that. Orignaly the guild was a PVE guild…but after a change of leadership they turned to this “PVP” guild setting. Except..without warning or understandign she started getting ganked at every point in the world. It would be like just a slaughterfest for a week.
I think In gw2 PVE is intended to feel as “friendly” as possible to the open world. As such even with the abbility to “represent” another guild. It sort of a cruel event. Especialy when the loseing guild has to pay out of pocket for getting zerged. or if a mass amount of players got tired of beign slain everytime they were picking garlic bulbs they all just left. It would leave a guild empty, weak..and probably very alone.
I think as much as we can sepearte Tyria and the Mists the better. Maybe in WVW, maybe. But I think that a simple GVG map(a large one that accomodates like 20 players from each guild) that way, that 40 players, thats 2 guilds can duke it out for champ rights. Sort of like Guild Areanas.
Lol I love it. Makes my character feel a little bit more alive. Like she is litterly casting a spell from the book. Yet I also love just hearing my characters talk. They feel so alive.
I am probably Dead wrong. Don’t qoute me, and I am by no means “dev” aprroved. This is 100% my theory, and oppinion, without a lot of evidence to back it up.
To me the Mists wars are both a neccecity and a glory thing. The mists connect countless worlds…which EACH WORLD is it’s own world.
In world “A” for all we know Zhaitans been destroyed. In our own world thought a diffrent timeline has been made, and its haveing diffrent events happen to it all the time.
As I see it, worlds are actualy seperate worlds(not just servers). Lore-wise they seem to be seperate entities…But then We get to the important part. We are in a War with them.
To our world whatever it is, we go to war against Invaders. Invaders are so named becuase they are Invading something. To us, they could be potential enemies. Why just own one world, when you could own 2? So Whilst you can not die in the mists physicaly…It still is a war.
Recrueters would not recruit without a reason. We need people to defend our world from the invaders, and stop them from controling the mists and the powers hidden in them. Which honestly, those powers to exist, espeicaly when you can game-wise feel benefits asciated with the mists. Its for glory, but its also a war to the worlds.
I mean, imagine if a world conquered the mits fully and had the power to take over another world. Its sort of like a take and defend. We take the keeps we can, to stop you from takeing them and useing them agaisnt you. But I feel it really is as the description says it is. The “mist wars”.
I don’t have a lot to back that up. Its my personal oppinion and viewpoint.
I think anet took a heavy dose of time to actually look over the Trinity, and determine how they would adress the situation. Gw2 handles combat like a hack-and-slash. Which in many hack-and-slash games you are your own healer. After all, how fun would it be to just watch someone kill all the monsters and all you do is watch health bars in an action game?
Gw2 is more of an ACTION MMORPG rather then straight up stratigical mmo. Which seperates it and puts it on it’s own pedestal. Many other MMO’s do not have the action element. Gw2 is designed to be active, not reactive. You try your best NOT to be hit, rather then to “heal” the damage of being hit….
And Im a Support guardian, All I do is drop health and sheilds. Trust me! But at the same time, even with all that healing, All it does is barely “aid” the team in surviving tiny damages. In masive events my heal will not be so strong as to overcome the 6K that dragon just spewed on little john over there. For a good reason to. When an epic dragon comes to town, it would be so boreing to actually miss the Unique encounter because you were more busy with flinging heals at the idiots who instead of dodgeing away from the fireball..run into it.
In gw2, you are not a healer, because you are not a babysitter. No Hack-and-slash I have ever played let you babysit other classes. And I played a Cleric on realms of norrath(if I remember the name right). THat class had lots of heals..but I still had to do something other then heal. Otherwise I would die! lol, gw2 is more diverse then other mmo’s learn to embrace that.